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AoS 2 - Kharadron Overlords Discussion


Chris Tomlin

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Greetings all. My wife recently bought the Start Collecting Box for Kharadron and I was wondering if anyone had advice as to how to proceed from there? I figure first priority is two units of arkanauts to make battleline, but not sure past that.

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Arkanauts. As much as possible. At 2000, you will likely need at least 40-50 of them.

Aether Khemist. One or two. Are the best chars we have.

 

Beyond from that... You can build your army around the Escort Wing, in which case you will need a Frigate and more Gunhaulers or an Iron Sky Squadron, in which case you will need 2 Frigates and some Endrinriggers as they synergy well with that Batalion.

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Hey ppl.
I have a question:
"Exploding Drill: If the wound roll for a Drill Cannon is a 6 or more, you can pick another enemy unit within 3" of the target unit. That unit suffers D3 mortal wounds in addition to any damage dealt to the target unit."

I can read two versions with this wording:
-[D3 damage] to the target of "To Wound" and [D3 Mortal Wounds] to an enemy unit within 3" of the main target.
-[D3 damage] to the target of "To Wound" and [Damage dealt to the main target]+[D3 Mortal Wounds] to an enemy unit within 3"of the main target..

I'm confused because both options seems to be valid 😰

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I've been wanting to dip my toe into KO for a while now, and figured I'd give it a shot with Meeting Engagements. I was able to cook together a list for an ME force, that I'd be happy to expand on later.

Just looking for any thoughts from experienced KO folks. I will probably pick up and Endrinmaster too, to swap with the Admiral and see which I like better.

SPEARHEAD

3 x Skywardens (100)

3 x Endrinriggers (120)

MAIN BODY

Arkanaut Admiral (120) - General

10 x Arkanaut Company (120)

5 x Grundstok Thunderers (90)

Arkanaut Frigate (200)

REARGUARD

6 x Endrinriggers (240)

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6 hours ago, Marthen said:

Greetings all. My wife recently bought the Start Collecting Box for Kharadron and I was wondering if anyone had advice as to how to proceed from there? I figure first priority is two units of arkanauts to make battleline, but not sure past that.

Before you go buying 5 boxes of arkanauts. What kind of games do you like to play? 

Do you play mostly for fun with what you and your opponent have available or do you want to get as close to top tier tournament play as possible.  

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On 7/8/2019 at 7:05 PM, BWG Cannonball said:

Hey Admirals!

I have a tournament coming up this week and I'm stuck between two lists.  I have a heavy hitting 1-drop and a 4-drop with more fire power I'm having difficulty deciding between.  Please please please, let me know which one you think would work out better for me. 

I'm terrible at decisions!!

1-Drop:

Allegiance: Kharadron Overlords
Mortal Realm: Ghyran

Skyport: Barak-Mhornar
- Additional Footnote: There's No Trading With Some People
Aether-Khemist (140)
- General
- Trait: Opportunistic Privateers
- Artefact: Verdant Mantle
Aether-Khemist (140)
- Artefact: Aethersight Loupe
40 x Arkanaut Company (480)
- 12x Light Skyhooks
30 x Arkanaut Company (360)
- 9x Light Skyhooks
10 x Arkanaut Company (120)
- 3x Aethermatic Volley Guns
6 x Skywardens (200)
- 2x Aethermatic Volley Guns
Arkanaut Frigate (200)
- Main Gun: Heavy Sky Cannon
- Great Endrinworks: The Last Word
Arkanaut Frigate (200)
- Main Gun: Heavy Sky Cannon
- Great Endrinworks: Incredible Self-healing Hull
Iron Sky Squadron (130)

Total: 1970 / 2000
Extra Command Points: 1
Allies: 0 / 400
Wounds: 130

 

 

And the 4-Drop:

Allegiance: Kharadron Overlords
Mortal Realm: Ghyran

Skyport: Barak-Mhornar
- Additional Footnote: There's No Trading With Some People
Aether-Khemist (140)
- General
- Trait: Opportunistic Privateers
- Artefact: Verdant Mantle
Aether-Khemist (140)
Aether-Khemist (140)
40 x Arkanaut Company (480)
- 12x Light Skyhooks
30 x Arkanaut Company (360)
- 9x Light Skyhooks
10 x Arkanaut Company (120)
- 3x Aethermatic Volley Guns
10 x Grundstok Thunderers (180)
- 10x Aethershot Rifles
6 x Endrinriggers (240)
Arkanaut Frigate (200)
- Main Gun: Heavy Sky Cannon
- Great Endrinworks: The Last Word

Total: 2000 / 2000
Extra Command Points: 0
Allies: 0 / 400
Wounds: 131

 

I’d go list one. That one has a plan and is built towards that.

Looking at list two it seems more everything you got. Which isn’t bad. But without ziflin i’d find it hard to use the frigate to good effect. Some for the mhornar ability. 

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18 minutes ago, Kramer said:

Before you go buying 5 boxes of arkanauts. What kind of games do you like to play? 

Do you play mostly for fun with what you and your opponent have available or do you want to get as close to top tier tournament play as possible.  

I guess I’d say I’m personally semi competitive. The guys at my local shop tend to play pretty competitive lists.

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11 hours ago, Beliman said:

Hey ppl.
I have a question:
"Exploding Drill: If the wound roll for a Drill Cannon is a 6 or more, you can pick another enemy unit within 3" of the target unit. That unit suffers D3 mortal wounds in addition to any damage dealt to the target unit."

I can read two versions with this wording:
-[D3 damage] to the target of "To Wound" and [D3 Mortal Wounds] to an enemy unit within 3" of the main target.
-[D3 damage] to the target of "To Wound" and [Damage dealt to the main target]+[D3 Mortal Wounds] to an enemy unit within 3"of the main target..

I'm confused because both options seems to be valid 😰

For me you inflict D3 dmg and then when you rolled 6 additional D3 mortals

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15 hours ago, eekamouse said:

I've been wanting to dip my toe into KO for a while now, and figured I'd give it a shot with Meeting Engagements. I was able to cook together a list for an ME force, that I'd be happy to expand on later.

Just looking for any thoughts from experienced KO folks. I will probably pick up and Endrinmaster too, to swap with the Admiral and see which I like better.

SPEARHEAD

3 x Skywardens (100)

3 x Endrinriggers (120)

MAIN BODY

Arkanaut Admiral (120) - General

10 x Arkanaut Company (120)

5 x Grundstok Thunderers (90)

Arkanaut Frigate (200)

REARGUARD

6 x Endrinriggers (240)

I'm really interested in your lists!!  Frigate!!! My first ME game (The Centre Ground) will be this weekend and I'm going to play with this list:
Allegiance: Kharadron Overlords
Realm: Aqshy

Spearhead
Skyport: Barak-Thryng
- Additional Footnote: There's No Trading With Some People
Knight-Incantor (140)
5 x Grundstok Thunderers (90)
- 5x Aethershot Rifles
5 x Grundstok Thunderers (90)
- 5x Aethershot Rifles

Main Body
Skyport: Barak-Thryng
- Additional Footnote: There's No Trading With Some People
Aether-Khemist (140)
- General
- Trait: Prospector 
- Artefact: Thermalrider Cloak 
20 x Arkanaut Company (240)
- 6x Light Skyhooks

Rearguard
Skyport: Barak-Thryng
- Additional Footnote: There's No Trading With Some People
6 x Endrinriggers (240)

Total: 990 / 1000
Extra Command Points: 1
Wounds: 52
 

  •  First turn I will try  to position my Thunderers+Incantor to be in range to shoot whatever the enemy moves near objectives. Incantor could stop early blocking endless spells (Prismatic Palisade, Mork's Mighty Mushroom, etc...) or try to snipe/cripple enemy units or buff something (we use realm magic rules but I don't know what realm will be playing on). With two units of Thunderers, even if they alpha strike/charge turn one, I can still "Keep your Distance" and Prospector could bring me some protection for battleshock. An extra CP will give me some flexibility (maybe re-rolls 1 save or inmune to battleshock).
  • In the second turn I will have 6 skyhooks+khemist+1CP to bring some "reliable" support to my Thunderers and I can start removing enemy units to contest objectives.
  • Endrins are there because they hit hard and are fast, and If the enemy moves fast enough to threaten my backline, I can khemist-buff endrins to counter-charge.
  • Barak-Thryng will give me some reliability to shooting so I can use my CP to upgrade my staying power when someone hit my units.
  • I don't know if I will need 8" flying khemist or just go with the traditional gryp-feather charm (?).

 

Edited by Beliman
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Building a list for Meeting Engagements and want some input. Trying for a potent shooting phase while repairing the Ironclad.

Spearhead:
arkanaut company w/ volleyguns

Mainbody:
Endrinmaster general w/autotinkerer
Ironclad w/selfhealinghull and volleygun
2x units of endrinriggers w/ volleygun and drillcannon

Rearguard:
arkanaut company w/ volleyguns

Does 'Fleetmaster' work in Meeting Engagements?

Edited by Nick907
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37 minutes ago, Nick907 said:

Building a list for Meeting Engagements and want some input. Trying for a potent shooting phase while repairing the Ironclad.

Spearhead:
arkanaut company w/ volleyguns

Mainbody:
Endrinmaster general w/autotinkerer
Ironclad w/selfhealinghull and volleygun
2x endrinriggers w/ volleygun and drillcannon

Rearguard:
arkanaut company w/ volleyguns

Does 'Fleetmaster' work in Meeting Engagements?

Oh thats a very interesting change of pace from most lists here. Ironclad could actually be quite good in such a small game but it’s a massive point sink. Please  let me know how it goes irl! 

I assume it should read 3x endrinriggers?

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On 7/9/2019 at 10:30 PM, Marthen said:

I guess I’d say I’m personally semi competitive. The guys at my local shop tend to play pretty competitive lists.

Hmm that’s good. Because if you go full competing with KO you’re on equal footing with others being semi competitive ;) 

The way I see it we have three things you could focus on that do very well. But three doesn’t fit points wise. (Also with the point drops things might have shifted a bit. For example lot of people wondering if escort wing is now worth it and putting skywardens behind screens to poke over the screen if charged. I haven’t played either of those options so I can’t really comment on them. What I have tried and was* getting better and better results on were:

1. Big squad of arkanauts max skyhooks with a khemist. You can do the math yourself but with the double shots and the +1 to hit vs heroes and monsters you can take our key targets every turn. Disrupting synergies and killing big beasties from afar. 

2. Bigger squad of endrinriggers boosted by a khemist and launched towards whatever you want down for the count. It’s a real glass hammer though. I’ve come to the conclusion they work best if you keep them back a turn extra but that does mean getting a solid screen (best allies in)

3. I’ve had the most fun with this option and fully inspired playstyle by khron. Whose final (and one other) at cancon can be found on YouTube. Just search for cancon final kharadron overlords. It revolved around a ziflin frigate dropping near an objective 14 thunderers dropping out with a khemist. What he did, which was the gamechanger for me, was he actively used the retreat ability to gain extra movement. Charging enemies, picking the thunderers first and retreating closer to the next objectives. For me it has often netted two objectives turn one, with the thunderers doing a fair bit a damage and two mobile objective grabbers my opponent has to deal with. He combined it with a big block of arkanauts so while your opponent is delayed for a turn you get to keep shooting 24 skyhooks a turn  

* decided no more proxying/unpainted  now I have 1250+ pts painted. So I can’t field the big unit of arkanauts anymore. 

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1 hour ago, Kramer said:

3. I’ve had the most fun with this option and fully inspired playstyle by khron. Whose final (and one other) at cancon can be found on YouTube. Just search for cancon final kharadron overlords. It revolved around a ziflin frigate dropping near an objective 14 thunderers dropping out with a khemist. What he did, which was the gamechanger for me, was he actively used the retreat ability to gain extra movement. Charging enemies, picking the thunderers first and retreating closer to the next objectives. For me it has often netted two objectives turn one, with the thunderers doing a fair bit a damage and two mobile objective grabbers my opponent has to deal with. He combined it with a big block of arkanauts so while your opponent is delayed for a turn you get to keep shooting 24 skyhooks a turn  

In 1250 locally I have been running basically this. One Frigate with thunderers (and often Sky Wardens, now that points have dropped, or Endrinriggers). One Ark blob. Often one other objective grabber as well if I can squeeze something in. Khemists to season.

It does well. I'm not a great player; I don't play as often as I want. But you have a lot of answers and a lot of control, and I think people aren't usually ready for a surprisingly mobile very intense shooting army in terms of how they think about the meta. I'm not saying you are top-tier here, but it's playable and can do well.

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The Thunderer's retreat ability is sneaky and powerful. Glad to see they are getting back into more games again. I think we might be strong in 'Meeting Engagements' because of how far armies start apart and how effective our shooting can be. Stealing objectives after whittling down the opponent should workout pretty well.

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9 hours ago, Reinholt said:

In 1250 locally I have been running basically this. One Frigate with thunderers (and often Sky Wardens, now that points have dropped, or Endrinriggers). One Ark blob. Often one other objective grabber as well if I can squeeze something in. Khemists to season.

It does well. I'm not a great player; I don't play as often as I want. But you have a lot of answers and a lot of control, and I think people aren't usually ready for a surprisingly mobile very intense shooting army in terms of how they think about the meta. I'm not saying you are top-tier here, but it's playable and can do well.

100% my experience as well. I also have the sneaking suspicion we do better at lower games. A lot of armies that can charge turn 1 need a battalion to do so. Which usually doesn’t fit at 1K or 1250 even. 

Sending skywardens with the deepstriking thunderers is quite clever. Split up your thunderers in 5 and 9 maybe. Send 9 away to another objective if you opponent charges the 5 keep the skywardens behind to do some pokey pokey over their heads. 

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11 hours ago, Kramer said:

3. I’ve had the most fun with this option and fully inspired playstyle by khron. Whose final (and one other) at cancon can be found on YouTube. Just search for cancon final kharadron overlords. It revolved around a ziflin frigate dropping near an objective 14 thunderers dropping out with a khemist. What he did, which was the gamechanger for me, was he actively used the retreat ability to gain extra movement. Charging enemies, picking the thunderers first and retreating closer to the next objectives. For me it has often netted two objectives turn one, with the thunderers doing a fair bit a damage and two mobile objective grabbers my opponent has to deal with. He combined it with a big block of arkanauts so while your opponent is delayed for a turn you get to keep shooting 24 skyhooks a turn  

Same here.
I would add that the Khemist could have the "Aethershock Earbuster" artifact for another battleshock test in the shooting phase (10" range, can shoot after the Thunderers so their bodycount helps for that battleshock test too, and enemy can't use Inspiring Presence).

Maybe not something that yo must have, but could help.

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49 minutes ago, Beliman said:

Same here.
I would add that the Khemist could have the "Aethershock Earbuster" artifact for another battleshock test in the shooting phase (10" range, can shoot after the Thunderers so their bodycount helps for that battleshock test too, and enemy can't use Inspiring Presence).

Maybe not something that yo must have, but could help.

Definitely! Another one to look out for is the dispelling one (it’s been faq’ed though. So is a lot so do check that when you get the book). Unless you ally something with a unbind. The runelord is a great choice as he gets +2 to unbinding. And double so if you ally in some dispossessed as a screen as he can give them a 6+ after save. 

The other main option is the knight incantor. Who has an once per game automatic dispel. 

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My 2nd Escort Wing list. The tactics look good but I kinda like how my first Escort Wing list looks better. Thunderers and a Khemist in the deepstriking Frigate with the Skywardens hitching a ride down. Good objective grabbers and with Today's Foes the Thunderers can use their retreat to move a lot of ground.


Skyport: Barak-Zilfin
- Additional Footnote: Today's Foes Are Tomorrow's Customers
Aether-Khemist (140)
- General
Aether-Khemist (140)
20 x Arkanaut Company (240)
10 x Arkanaut Company (120)
10 x Arkanaut Company (120)
3 x Skywardens (100)
3 x Skywardens (100)
14 x Grundstok Thunderers (270)
Arkanaut Frigate (200)
- Great Endrinworks: Aetherspheric Endrinds (Barak-Zilfin Skyvessel)
Grundstok Gunhauler (130)
Grundstok Gunhauler (130)
Grundstok Gunhauler (130)
Grundstok Escort Wing (130)
Total: 1950 / 2000
Extra Command Points: 1
Wounds: 121
 

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6 hours ago, Kramer said:

100% my experience as well. I also have the sneaking suspicion we do better at lower games. A lot of armies that can charge turn 1 need a battalion to do so. Which usually doesn’t fit at 1K or 1250 even. 

Sending skywardens with the deepstriking thunderers is quite clever. Split up your thunderers in 5 and 9 maybe. Send 9 away to another objective if you opponent charges the 5 keep the skywardens behind to do some pokey pokey over their heads. 

The other advantage of having skywardens out there (and I tack them on because they don't eat transport capacity for the Frigate) is that depending on the game, they can be adequate objective grabbers and/or troll your opponent if things open up as they are one of the few things in our book that can move on their own. When you drop the frigate itself, 2x Thunderers, 1x Skywardens, it's like the marbles hit the floor and they can fly in all kinds of directions depending on your needs.

 

Which also requires a lot of thinking about where you drop them... my biggest mistakes are usually my own when I deploy them!

Edited by Reinholt
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1 hour ago, Reinholt said:

Which also requires a lot of thinking about where you drop them... my biggest mistakes are usually my own when I deploy them

Yeah absolutely. It’s whats excites me the most in playstyle for KO currently. It highly tactical and when I lose I feel it’s because I messed up. Not because we underperform in a slug fest. 

Also good call on the redeploy with the skywardens. Maybe worth experimenting with 2 grappling hooks and without for extra punch.

 

i must say, I’m really enjoying the thread since the points changes. Lots of cool ideas That make me go: oooh I almost got all of those models. Let’s try that soon

Edited by Kramer
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5 hours ago, Luzgurbel said:

How do you field your Skywardens? Units of 3 full shooting? Units of 6 full shooting also? Units of 6-9 full close combat?

 

I'm tempted to play units of 6 Wardens full shooting to kite enemies (well, 2 melee weapons are mandatory, I know).

Speaking personally, I go units of 6-9, full shooting.  Drill Cannons are pretty boss to Khemist buff first turn.  After that, I play pretty cagey with them, grabbing objectives and shooting folks from afar.

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